![border shaders bedroom retroarch border shaders bedroom retroarch](https://user-images.githubusercontent.com/1188012/35312419-f0f910c2-0080-11e8-9fe2-53b42337b52d.png)
This is useful for debugging shaders in RenderDoc. Sampler inputs and outputs are not renamed.Sampler objects are used rather than glTexParameter.Copying of in-flight framebuffer contents to history is done via glBlitFramebuffer rather than drawing a quad into an intermediate FBO.If you find this is the case, please file an issue so a workaround can be added. The preset parser is a substantially stricter implementation that the one in RetroArch.Presets with mipmap_input0 = "true" will not get a mipmapped input. For performance reasons, mipmaps are never generated for the input texture.HDR10 support is not part of any shader runtime and is not supported by librashader.Parallel shader compilation is not available to OpenGL.
![border shaders bedroom retroarch border shaders bedroom retroarch](https://i.imgur.com/YaDY4cJ.jpg)
This should noticeably decrease preset compile times. Shaders are compiled in parallel where possible.It is the caller's responsibility to blit the surface back to the backbuffer. Instead, filter chains terminate at a caller-provided output surface and viewport. Unlike RetroArch, librashader does not have full knowledge of the entire rendering state and is designed to be pluggableĪt any point in your render pipeline.Filter chains do not terminate at the backbuffer.Please report an issue if you run into a shader that works in RetroArch, but not under librashader. Librashader implements the entire RetroArch shader pipeline and is highly compatible with existing shaders. However you can still defer submission of GPU resource initialization through the Support for deferral of GPU resource initialization The thread local OpenGL context is initialized to the same context as the drawing thread. OpenGL has an additional restriction where creating the filter chain instance in a different thread is safe if and only if Submitting the recorded commands to the graphics device queue, and ensuring that the work is complete before drawing shader pass frames. Initialization of GPU resources may be deferred asynchronously using the filter_chain_create_deferred functions, but the caller is responsible for (in Direct3D 11, the immediate context is considered the graphics device queue), as loading LUTs requires command submission to the GPU. Most of these overlays need a curved CRT shader to avoid cropping too much in the image corners.Except for the Metal runtime, in general, it is safe to create a filter chain instance from a different thread, but drawing frames requiresĮxternal synchronization of the filter chain object.įilter chains can be created from any thread, but requires external synchronization of the graphics device queue where applicable You will then be able to access them from the Quick Menu. opt/retropie/configs/all/retroarch/overlay To use these overlays, you will need to place the CRT folder in your overlay folder on your Pi: I'm still working to perfect these, and once I get a good groove going, it will be trivial to expand the library of overlays. (Scanlines can show weird moire patterns when downscaled, so please click the images for full size.) They're designed for 960x720 4:3 1080p and the CRT-Pi Curved shader.Īll of the pictures below were taken directly on my Pi 3 B+ using raspi2png and look exactly as it does on the Pi. Each of the current overlays has an optional screen-glare variation.
![border shaders bedroom retroarch border shaders bedroom retroarch](http://abload.de/img/retroarch-0209-23441726ud4.png)
I'm working to create a moderately large pack of CRT overlays, but I'd like some help from the community with supplying some good images to work from. This is my first post here and I wanted to show some stuff I've been working on and would love some feedback.